<?xml version="1.0"?>
<rss version="2.0">
  <channel>
    <title><![CDATA[Blenderstorm]]></title>
    <link>http://www.blenderstorm.org/qapoll/ideas</link>
    <description><![CDATA[Post your ideas and vote for the entries you like.]]></description>
    <language>en-us</language>
    <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 21-Nov-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[27] material editor]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/370/</link>
      <description><![CDATA[Current implementation shows only the material that is applied to object that I have selected.<br /><br />However when I want to create a file that contains only materials, I have to create object to assign them to so that Blender will save them.<br /><br />And there is no one view that will show me all the materials in the scene.  Most applications have the ability to create and view all materials without even applying them to objects.<br /><br />Having a window view that would show all materials using thumbnails would help.<br /><br />Additionally the ability to see which object is assigned to given material.  Currently this is complicated if not borderline impossible.  Sometimes during creation of meshes, i create a few materials.001 and i don't recollect which object has that material.  So i have to go through a bunch of objects (and also look through objects that have various materials assigned) to identify where it is to correct the assignment.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/370/</guid>
    </item>


    <item>
      <title><![CDATA[[20] Collision or Proximity Shader]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/286/</link>
      <description><![CDATA[One addition that could be welcomed is a shader that reacts to particles.<br /><br />Seen something like this in Cinema4D.<br /><br />Useful for using it as a displacement map and shooting bullets.  Instant dents to the object ;)  Also good for shield effects.<br /><br />Basically, the proximity shader looks at the designated emmiter, and based on how close a particle is to the surface of the object which (which the shader is applied to) make a spot on a texture (Grey scale is sufficent).  This then can be applied to just about any type of node. :D<br /><br />Example for using it would be as following:<br />bullet impact:<br />1st emitter shoots a "bullet"<br />upon impact, bullet particle is eliminated.  It triggers a new emitter (object it impacts) to spawn a new particle.  This new particle is used on the proximity shader which is applied as displacement creating a dent.<br /><br />shield effect:<br />1st emitter shoots a "plasma bullet"<br />upon impact, plasma bullet particle is eliminated.  It triggers a new emitter (object it impacts) to spawn a new particle which slowly moves away from the surface.  This new particle is used on the proximity shader which is applied as alpha channel creating a "shield impact" effect.  Why moving away, because then it looks like the impact triggered a huge reaction afterward is shrinks as times proceeds.<br /><br />this can be simplified.  it is something that could improve some SFX.<br /> <br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/286/</guid>
    </item>


    <item>
      <title><![CDATA[[20] Parallax Mapping]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/493/</link>
      <description><![CDATA[Blender has Normal Mapping. Why not have Parallax or even Parallax Occlusion Mapping? With shadows and some AO. If you look at a Bump texture only lit by the AO you don´t see any roughness. This is only visible with specularity or directional light. So AO for Bump maps would help.<br />Also Shadow would be visible.<br /><br />Like this:<br />http://www.crysis-online.com/images/news/CryEngine2/crytek_parallax_occlusion_mapping_enhanced.jpg<br />http://graphics.cs.brown.edu/games/SteepParallax/compare.jpg<br /><br />I don´t think i have to explain why Parallax Mapping would look better.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/493/</guid>
    </item>


    <item>
      <title><![CDATA[[8] Add Material to Object without creating a new Material]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/544/</link>
      <description><![CDATA[Do you know this? You have an object and e.g. "MA: metal" assigned to it. You have a few polygons that should have the eg. "MA: mirror" material assigned, which you already created. Now you add another material, "MA: metal.001" is created automatically.<br /><br />Why not only leaving it empty, for the user to asign a material, like when you delete a material with "delete link to this datablock". There is still an unassigned material in the editing buttons (F9) "Link and Materials".<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/544/</guid>
    </item>


    <item>
      <title><![CDATA[[7] Halo shader support beyond verticies]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/443/</link>
      <description><![CDATA[The Halo shader is currently only limited to verticies. It would be nice if there were an option to apply the same shader effect to edges rather then verticies. <br /><br />There have been several instances where I've used the Halo for effects like neon light, but it's a real pain because you have to split edges up many many times to get the desired effect, and even then you have problems with the physical scale of the object, and different densities of the verticies along the subdivided edges.<br /><br />Would probably mean disabling some of the options like "star" with this option enabled.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/443/</guid>
    </item>


    <item>
      <title><![CDATA[[5] Separate Ray mirror and Ray transp panel]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/418/</link>
      <description><![CDATA[Right, at this time, the mirror/Transp panel is in one ! and it begin to be too height ! <br /><br />Maybe 2 panels may be welcome !<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/418/</guid>
    </item>


    <item>
      <title><![CDATA[[5] Add / Remove Material selected objects]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/701/</link>
      <description><![CDATA[Currently you are only able to add or remove a material from objects one at a time. I’d like to be able to select multiple objects and add/remove materials. <br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/701/</guid>
    </item>


    <item>
      <title><![CDATA[[4] Toon shader: shadows]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/402/</link>
      <description><![CDATA[The toon shader shadow is always black. I have saw some people complainig about it too. I would suggest to do like the toon shader shiningness interface. It would be a bar for the shadow power/intensity. setting the bar to a low value would make the shadow more weaker,until it became the color of the material, and setting it with a high value would incress the shadow power, making it darker, until it became black.<br /><br />I and others really needed this feature in ours toon projects. I only want a better tool for me and for all.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/402/</guid>
    </item>


    <item>
      <title><![CDATA[[4] Better Reflection - Transparency]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/633/</link>
      <description><![CDATA[Reflections should be dependent to the translucency. If there is something very bright behind the object (e.g. a glowing display behind a window) it should be visible through the window - rather than something dark.<br /><br />The reflection should be more visible the darker the background and the brighter the reflection.<br /><br />The opacity should decrease the brighter the background.<br /><br /><br />Maybe an Alphachannel-system would do the trick without having to use some physical rendering.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/633/</guid>
    </item>


    <item>
      <title><![CDATA[[3] Approximate Blurred Reflections/Refractions]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/616/</link>
      <description><![CDATA[Blurred reflections look very grainy if you don´t have many samples. There could be away to get this better - faster. <br /><br />Either if you are able to blur the grainy reflection, according to its Z, so that only the meant-to-be-blurred-part will be blurred,<br /><br />or:<br />The material reflects parts, maybe picking the bright parts rather than dark parts, and interpolates in between. Less parts the further the reflected part from the surface.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/616/</guid>
    </item>


    <item>
      <title><![CDATA[[3] Procedural Checker Texture]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/632/</link>
      <description><![CDATA[Add a procedural texture with options to change colors and add numbers or some other unique marker.<br /><br />Would be great for UV mapping/ preview, general textures, etc.<br /><br />I was surprised it doesn't exist<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/632/</guid>
    </item>


    <item>
      <title><![CDATA[[2] Material index spinner should loop]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/115/</link>
      <description><![CDATA[If for example you have 15 materials on a mesh, clicking the next index button while on index 15 should take you to index 1, instead of doing nothing and forcing you to click all the way back through the indices to return to 1.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/115/</guid>
    </item>


    <item>
      <title><![CDATA[[2] Texture "Repeat Type" Option]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/412/</link>
      <description><![CDATA[At the moment if you lay a polygon half outside the UV space, the texture for that "outside" space will be from the opposite side of the texture image (if repeat is on). What I want is a texture repeat option to make it so that the "outside" space flips back on itself. Here's an image of what I mean:<br /><br />http://i77.photobucket.com/albums/j62/drain-body-confirmed/mirroruv.jpg<br /><br />This technique is used a lot in games to conserve texture space/polys and it would be great if Blender could do it.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/412/</guid>
    </item>


    <item>
      <title><![CDATA[[2] Duplicate colors in the color band ramp]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/598/</link>
      <description><![CDATA[Now, if you want to copy a color in the color band ramp (texture or material panel) you have to add a color and copy the Hex code. It could be much simpler if we can duplicate this color with Shift-D (like meshes in the 3D view).<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/598/</guid>
    </item>


    <item>
      <title><![CDATA[[2] different texture filters for viewports and Game Engine]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/643/</link>
      <description><![CDATA[As it's been said many times before it would be great if we could set the filters for individual textures that are displayed in the viewport or Game Engine. For example if you wanted to emulate the look of a PlayStation One game you could use point sampled textures or if you wanted to stop a grass texture getting noisy in the distance you might set if to tri linear mip mapping.<br /><br />Being able to use different filters in the same viewport would be ace (like Multigen).<br /><br />cheers<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/643/</guid>
    </item>


    <item>
      <title><![CDATA[[2] New "Map to" option for textures: Light]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/682/</link>
      <description><![CDATA[Baking lightmaps in Blender is great for still images, but I'd like to request a simple improvement that would make the feature more animation-friendly.<br /><br />Currently, baked lightmaps can be applied to an object as a texture, mapped to diffuse color ("Col" in the "MapTo" panel). There are a number of blending modes to choose from, each of which behaves differently with your lightmap image. The problem with all of these is that none of them take into account lights and shadows. If your lightmap has a very dark area on it, it doesn't matter how many bright lights you put over there; it's going to stay dark. Further, shadows in your lightmap don't interact with raytraced shadows that may be cast by characters and objects that you plan to animate.<br /><br />This could be solved by adding a new option to the "MapTo" panel. This new mapping option, "Light," would simulate light reflecting off of your lightmapped scene. The advantages of this approach:<br /><br />--No need to light the scene; bright areas in your texture were already lit, so that light is baked into the texture. You can remove all lights and very quickly render your whole scene with accurate lighting and shadows.<br /><br />--Non-baked lighting has an effect; if you want your character to cast shadows on your scene, these will be taken into account based on the simulated lighting provided by your lightmap texture. If you want a character to point a flashlight into an area that was dark when you baked it, the flashlight will clearly illuminate that dark area.<br /><br />--It's a texture, not a lamp; so the effects will be tweakable with material nodes, and should render more quickly than adding a lamp. This will also make it possible to layer "lamp textures," and create interesting effects with texture warping, and mixing with other mapping options, such as Normal, Specular and Alpha maps.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/682/</guid>
    </item>


    <item>
      <title><![CDATA[[2] Blur Node for Materials]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/719/</link>
      <description><![CDATA[A Blur node for materials would be nice for fake blur-transparency and reflecions, as well as a Z-Node for reflections.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/719/</guid>
    </item>


    <item>
      <title><![CDATA[[1] Ambient Occlution in Material Nodes]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/716/</link>
      <description><![CDATA[At this time Blender just has the Global AO, so why not be possible to have the AO from Materials like XSI<br /><br />The idea is simply... include new node in materials nodes that give us the posibility to manipulate the AO from the material option just for this material.<br /><br />so we need to include 4 options buttons in AO panel.<br /><br />1-FROM MATERIAL NODE: that means the AO is going to out from Material node, so the AO is just in materials that have the AO on, so the rest materials if they haven't, the AO is off on them.<br /><br />2-BOTH: that means the AO is check on in both place. the diferece if is we wanna manipulate the AO we need to jump from AO panel to MaterialNode and comeback.<br /><br />3-FROM AO PANEL: that means the AO is giong out just from AO panel, so if some Material have AO on, these are going to be off, and all the AO is out from here.<br /><br />4-COPY: this opttion has 2 suboptions..<br />  · copy to AO MaterialNode panel and overight all AO nodes<br />  · copy from a AO Material to AO panel, including the       posibility to overight all or just the AO panel.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/716/</guid>
    </item>


    <item>
      <title><![CDATA[[1] Add Node Texture Option]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/652/</link>
      <description><![CDATA[When you try to add a new texture through the material node system, you can't add the texture straight away. You have to make a material and add it to that first, or etc. So, it'll make a lot more sense to have an add new option in the texture node.<br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/652/</guid>
    </item>


    <item>
      <title><![CDATA[[1] 'OnlyReflect' button]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/671/</link>
      <description><![CDATA[This would be similar to the 'Onlyshad' button in the shaders tab. It would allow a render to be done that shows only the reflections on a transparent material.<br /><br /><br /><br /><br />
<br />
<b>Attachments</b>:
<br />



No attachments.
]]>
</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/671/</guid>
    </item>


  </channel>
</rss>

